Hey all, I got a random dungeon generator I have been working on for a while and I’m finally at a stage where it’s play-testable.
It works by generating a starter room, the player goes through any door that generates, and then hallways connect other rooms, etc, etc, forever.
The rooms generate doors, which lead to halls. The halls unload the previous room and spawn the next. And it compounds as the player moves through. At most there is 1 room currently loaded(wherever the player currently is).
My biggest issue is that even when I set it to a base room and hallway setup. (Literally walls and a floor and some doors) It hitches and lags when generating the next room and lags when destroying the previous.
This has me thinking either something is inherently flawed or this needs heavy rework/optimization. The rooms are actor bps that are made out of HISM Components so at most it is only 3 drawcalls per room. (Wall HISMC, Floor HISMC, Ceiling HISMC).
Is there any way to optimize a specific bp? The game’s “Loading Screen” are essentially the hallways between the rooms, my first idea was to somehow make each room take longer to generate, and it just finishes by the time the player reaches the room but I’d love for any tips or advice on how to accomplish this.
Especially since this is basically a 1st pass completed prototype.
Any tips, advice or help appreciated. Thanc.